Enervating energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each hostile creature that enters the area must make a charisma saving throw or be affected by this spell as long as it remains in within range. A creature affected by this spell gains vulnerability to poison damage, or if it is immune, this is downgraded to resistance. In addition, an affected creature has disadvantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned.
Whilst the aura is active, you may, as a bonus action, the enervating energy on a creature you can see within the aura, causing it to make a charisma saving throw. On a failure, the target gains the aforementioned vulnerabilities and disadvantages on saving throws, even if it had previously succeeded on the saving throw. On a success the target is unaffected. If the creature leaves the aura, or the spell ends, the vulnerability ceases, and the creature's resistances and immunities are restored.
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